Volar was originally a market vendor from Varisia, but fate decided on one drunken night that his life was in for a change. The next morning he woke up as a press ganged crew member on a ship sailing the shackles!
Volar kept his head down and stuck it out for almost a year until he was trusted, then the next time the ship was in port he took off into the jungles of the Sodden Lands to try to escape the ruthless captain and his crew. Assumed dead by the rest of the crew, he wandered aimlessly until a chance encounter with an ape almost as large as himself!
Rather than attack him the creature just stared at him for about a minute. Volar was too scared to move, but just as he'd given up hope the ape offered him some fruit it had gathered while showing off a huge smile on his face!
From that day on the two were inseparable. Smiler, as Volar named his ape friend, showed Volar how to survive in the wild. It was during this time that Volar discovered his innate skill with nature and natural magics. He decided to find a more reputable group that could better further his dreams of being the most traveled trader in all of Golarion. The Pathfinders seemed like a good fit, so he and Smiler joined up with them and they haven't looked back since.
Character Sheet:
Volar Loken (core)
Human (Varisian) druid 3
NG Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 27 (3d8+9)
Fort +4, Ref +3, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +6 (1d6+4) or
dagger +6 (1d4+4/19-20) or
spear +6 (1d8+6/×3)
Druid Spells Prepared (CL 3rd; concentration +7)
2nd—bull's strength, summon nature's ally II
1st—cure light wounds, magic fang, shillelagh (DC 13)
0 (at will)—create water, guidance, light, stabilize
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Statistics
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Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Augment Summoning, Spell Focus (conjuration), Toughness
Traits focused mind, reactionary
Skills Acrobatics -3 (-7 to jump), Climb +3, Handle Animal +5, Knowledge (nature) +7, Perception +8, Profession (merchant) +8, Survival +9, Swim +3
Languages Common, Druidic, Varisian
SQ nature bond (ape named Smiler), nature sense, trackless step, wild empathy +2, woodland stride
Combat Gear potion of cure light wounds, wand of cure light wounds; Other Gear hide armor, heavy wooden shield, club, dagger, spear, backpack, bedroll, belt pouch, holly and mistletoe, mug/tankard, silk rope (50 ft.), spell component pouch, 70 gp, 8 sp, 8 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.